[Closed] CustomUV-Values broken when used for World Position Offset
I'm getting same issue as this post:
Are there any solution or recommendation?
The question has been closed Feb 01 '17 at 09:27 PM by AndrewHurley for the following reason:
The question is answered, right answer was accepted
When working with WPO you don't need to use the custom UV coordinates for Pre-Skinned Local Position (or world position) to work and in fact this may cause errors when running those values through a UV coordinate node based off the custom UVs.
Here is an example of how you would setup the graph.
This is the result of the material applied to a sphere located at (0,0,0)
I swapped the WorldPosition Node with Pre-Skinned Local Position and got a nearly identical result. It would be more accurate to compare to the local position node. Not to be confused though, Pre-Skinned Local position will behave very similarly to local position when used with WPO, but there is a distinct difference. The positions are all relative to the base pose.
To illustrate this point I assigned an animation to the character(so it isn't in its base post) and then plugged pre-skinned position directly into WPO and multiplied by a scalar. I then switched to local position and did the same thing and recorded a short video.
I'm not sure if this is going to be particularly useful for you depending on the effect you are going for.
We have a Pre-Skinned Local Normal node coming to 4.15 This works in a similar way to the Pre-Skinned Local Position node added in the 4.14 release but returns the local surface normal for skeletal and static meshes. This opens the door to more local-space, mesh aligned effects or advanced use-cases such as writing dynamic surface data to a mask read-back in another material.
Depending on the effect this may be what you are looking for. In short the bugs reported in that AnswerHub post aren't a real issue and the nodes are working as expected.
Let me know if you have any questions or need anything else!
Follow this question
Once you sign in you will be able to subscribe for any updates here